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#version 330 core

layout (location = 0) in vec2 vertex;
layout (location = 1) in vec2 texture;

// <vec2 pos, vec2 tex>
out vec2 _f_texture;

uniform mat4 _u_matrix;

void main() {
    _f_texture = texture;
    gl_Position = _u_matrix * vec4(vertex.xy, 0.0, 1.0);
}